Spell Sword - Fighter/Mage

by Geschwind02

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Spell Sword
Spell Sword
Level Proficiency Bonus Features Cantrips Known Spells Known Arcana Points Spell Level
1st +2 Displacement, Spell Arcana 2 2 2 1
2nd +2 Fighting Style, Arcane Strike 2 3 3 1
3rd +2 Spell Sword Discipline, Blink 2 4 5 1
4th +2 Ability Score Improvement 3 5 6 1
5th +3 Extra Attack 3 6 8 2
6th +3 Arcane Conversion 3 7 9 2
7th +3 Spell Sword Discipline 3 8 11 2
8th +3 Ability Score Improvement 3 9 12 2
9th +4 - 3 10 14 3
10th +4 Battle Magic 4 11 15 3
11th +4 Spell Sword Discipline 4 11 17 3
12th +4 Ability Score Improvement 4 12 18 3
13th +5 - 4 12 20 4
14th +5 Improved Displacement 4 13 21 4
15th +5 Improved Blink 4 13 23 4
16th +5 Ability Score Improvement 4 14 24 4
17th +6 - 4 14 26 5
18th +6 Spell Sword Discipline 4 15 27 5
19th +6 Ability Score Improvement 4 15 29 5
20th +6 Arcane Battery 4 15 30 5

QUICK BUILD

You can make a Spell Sword quickly by following these suggestions. First make strength your highest ability score. Second, make Intelligence your next highest ability score followed by constitution. Lastly choose the soldier background.

Class Features

As a Spell Sword, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Spell Sword level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Spell Sword level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution and Intelligence
  • Skills: Choose two from Arcana, Athletics, History, Insight, Investigation, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) scale mail or (b) leather armor
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) a dagger or (b) any simple weapon

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Spell Arcana

A mixture of arcane research and natural spellcasting talent you can tap into a deep wellspring of magic within yourself. This wellspring is represented by arcana points, which allow you to create a variety of magical effects and cast spells.

Cantrips

You know two cantrips of your choice from the Spell Sword spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spell Sword table.

Arcana Points

You have 2 arcana points, and you gain more as you reach higher levels as shown in the Arcana Points column of the Spell Sword table. You can never have more arcana points than shown on the table for your level. You regain all spent arcana points when you finish a short or long rest.

Flexible Casting

You can use your arcana points to cast spells. To do so, you expend a number of arcana points to create a spell slot of a given level, and then use that slot to cast a spell. You are limited to the level of the spell slot you can create as shown in the Spell Level Column of the Spell Sword class table.

The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Spell Slot Level Arcana Point Cost
1 2
2 3
3 5
4 6
5 7

Additionally you can use your arcana points to fuel other magical affects given to your by your class features.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Spell Sword spell list.

The Spells Known column of the Spell Sword table shows when you learn more spell sword spells of your choice. Each of these spells must be of a level for which you can create spell slots for. For instance, when you reach 5th level in this c1ass, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this c1ass, you can choose one of the spell sword spells you know and replace it with another spell from the spell sword spell list, which also must be of a level for which you can create spell slots.

Spellcasting Ability

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Spellcasting Focus

You can use an arcane focus (found in chapter 5) or a melee weapon as a spellcasting focus for your Spell Sword spells.

Displacment

Starting at 1st level, as a bonus action you may spend 2 arcana point to project an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you.

If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This effect lasts for 1 minute.

At 14th level, if you spend 1 additional point when activating this power, it no longer ceases to function if you take damage.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Arcane Strike

Beginning at 2nd level, when you hit a creature, you may expend a spell slot to increase damage with your weapon attack. The bonus to damage is 2d6 for a 1st level spell slot, +1d6 for every level above that to a max of 6d6 at 5th level.

When you gain this feature choose a damage type from the following list: Fire, Cold, Lighting, Thunder, Force, Radiant, Necrotic, Acid, or Poison

Whenever you use this feature both the bonus damage and your regular weapon damage become this type.

Spell Sword Discipline

When you reach 3rd level, you commit yourself to a Spell Sword Discipline: Shinning Blade Discipline, Secret Arcana Discipline, or Mystical Aegis Discipline, all detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 7th, 11th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Conversion

Starting at 6th level as an action on your turn you may exchange your arcana points for hit points and vice versa using the following ratios:

1 arcana point for 2 hit points

2 hit points for 1 arcana point.

Battle Magic

Begining at 10th level, you have advantage on all concentration checks caused by taking damage.

Arcane Battery

At 20th level if you are out of arcana points you can spend 1 minute channeling your arcane energy to instantly gain 10 arcana points. You cannot use this feature again until you complete a long rest.

Spell Sword Disciplines

Spell Swords come in three common disciplines, each following and refining the core abilities they are Shinning Blade Discipline, Secret Arcana Discipline, and Mystical Aegis Discipline.

Shinning Blade Discipline

Those that follow the shinning blade discipline are masters of using arcane energy for combat and to attack their enemies. Even mundane weapons become magical in their hands. Supernatural movements often keep their opponents guessing.

Improved Arcane Strike

At 3rd level when you select this discipline, and again at 7th, 11th, and 18th levels, you may pick an additional energy type to use whenever you use an arcane strike.

Arcanist's Blade

Starting at 3rd level, you may spend 2, 3, or 4 arcana points to channel arcana energy into your weapon, causing it to become magical for 1 minute. During this time it functions as a +1, +2, or +3 weapon respectively. If you are disarmed or sheathe your weapon you lose this bonus.

Arcane Movement

Starting at 7th level, as a bonus action you may spend 1 arcana point to have your jump distance tripled or gain a climbing speed equal to your walking speed. While climbing in this way, you need only use your feet to climb walls and surfaces, leaving your hands free. These effects last for 1 minute.

Combat Alacrity

At 11th level you may spend 3 arcana points to gain 1 additional attack as a bonus action, further your movement does not cause attacks of opportunity. This effect last for 1 minute.

Arcane Passage

Starting at 18th level, as a bonus action, you can create a passage at a point of your choice that you can see on a wooden. plaster. or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for up to 1 hour. You choose the opening's dimensions: up to 5 feet wide. 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you created the passage. You can choose to close the passage at any time. To use this feature again your must complete a short rest or long rest.

Secret Arcana Discipline

For those Spell Swords who seek greater knowledge of the magical arts the secret arcana discipline lays such knowledge bare and ready for the taking.

Arcana Revealed

At 3rd level you begin to delve deep into other aspects of magic. You learn 3 spells that have the ritual tag, the chosen spells count as spell sword spells for you but don't count against the number of spell sword spells you know. These spells can be chosen from any spell list.

These Spells and any you already know that have the ritual tag can now be cast as a ritual by you. You must spend 1 arcana point to cast a spell as a ritual.

Improved Arcane Conversion

Starting at 7th level, your ability to channel your arcane energy improves. Whenever you would exchange hit points for arcana points, you may add your intelligence modifier to the amount of arcana points gained. You can use this feature twice. You regain expended uses when you finish a long rest.

Arcane Secrets

At 11th level, you learn three spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Spell Sword table, or a cantrip. The chosen spells count as spell sword spells for you but don't count against the number of spell sword spells you know.

Knowledge is Power

Additionally at 11th level, Whenever a cantrip that you cast does damage, the damage is increased by your intelligence modifier.

Arcane Fury

Starting at 18th level your understanding of raw magic is nearly complete. Any spell you cast that does radiant, necrotic, thunder, fire, frost, lightning or acid damage, can instead do force damage.

Additionally when you alter a spell in this way and roll damage, you may reroll any number of damage dice up to your intelligence modifier and take the better result of each dice that is rerolled.

You may do this in total a number of times equal to your intelligence modifier.

Mystical Aegis Discipline

Some Spell Swords turn their focus on defense, enchanting their armor or shields to block spells, becoming immune to damage temporarily.

Arcane Deflection

At 3rd level, you may spend 2, 3, or 4 arcana points to channel arcane energy into your armor or shield. Its bonus to ac improves by a +1, +2, or +3 respectively. Your armor or shield becomes magical for 1 minute. Further any critical hit against you becomes a normal hit. You may not enchant both your armor and shield at the same time.

Mystical Resistance

At 7th level, whenever you use your arcane deflection feature you may spend a number of additional arcana points up to your proficiency bonus. For each point spent in this manner select 1 type of damage to be resistant to.

Stalwart Reflection

At 11th level, when you are using your arcane deflection feature, you may use your reaction to attempt to interrupt a creature in the process of casting a spell. To do so you must spend a number of arcana points equal to the level of the spell the creature is trying to cast, its spell then fails and has no effect.

Arcane Aegis

At 18th level, when you use your arcane deflection feature you may use a bonus action to become immune to all damage for a number of rounds equal to 1 + your intelligence modifier.

Once you use this feature, you can't use it again until you finish a long rest.

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Eldritch Blast
  • Firebolt
  • Friends
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shocking Grasp
  • True Strike
  • Control flames
  • Create bonfire
  • Frostbite
  • Gust
  • Mold earth
  • Shape water
  • Thunderclap
1st Level
  • Alarm
  • Burning Hands
  • Chromatic Orb
  • Color Spray
  • Detect Magic
  • Disguise Self
  • Heroism
  • Jump
  • Magic Missile
  • Sanctuary
  • Shield
  • Silent Image
  • Sleep
  • Thunderwave
  • Unseen Servant
  • Zephyr Strike
  • Absorb Elements
  • Catapult
  • Earth Tremor
  • Ice Knife
2nd Level
  • Blur
  • Cloud of Daggers
  • Darkness
  • Darkvision
  • Enhance Ability
  • Flame Blade
  • Invisibility
  • Levitate
  • Magic Weapon
  • Melf's Acid Arrow
  • Misty Step
  • Mirror Image
  • Phantasmal Force
  • Scorching Ray
  • Shatter
  • Silence
  • Spider Climb
  • Aganazzar’s Scorcher
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Maximilian’s Earthen Grasp
  • Mind Spike
  • Pyrotechnics
  • Shadow Blade
  • Skvwrite
  • Snilloc’s Snowball Swarm
  • Warding Wind
3rd Level
  • Blink
  • Counter Spell
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Fear
  • Fireball
  • Glyph of Warding
  • Nondetection
  • Lightning Bolt
  • Haste
  • Hypnotic Pattern
  • Protection from Energy
  • Sleet Storm
  • Slow
  • Water Breathing
  • Wind Wall
  • Catnap
  • Enemies Abound
  • Erupting Earth
  • Flame Arrows
  • Life Transference
  • Melf's Minute Meteors
  • Thunder Step
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
4th Level
  • Blight
  • Confusion
  • Control Water
  • Death Ward
  • Dimension Door
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Ice Storm
  • Phantasmal Killer
  • Stoneskin
  • Wall of Fire
  • Charm Monster
  • Elemental Bane
  • Sickening Radiance
  • Storm Sphere
  • Vitriolic Sphere
  • Watery Sphere
  • Blah
5th Level
  • Bigby's Hand
  • Cone of Cold
  • Creation
  • Mislead
  • Passwall
  • Seeming
  • Telekinesis
  • Wall of Force
  • Wall of Stone
  • Control Winds
  • Dawn
  • Far Step
  • Maelstrom
  • Skill Empowerment
  • Steel Wind Strike
  • Synaptic Static
  • Wall of Light

Might

And

Magic

A dwarf waits for a mass of orcs to approach, suddenly she teleports behind them, to strike at their leader, warhammer erupting in flames as she delivers her attack.

A young elf, surrounded by enemies, reaches into himself and binds arcane magic to his armor, becoming resistant to their blows. He wades forward unafraid.

A mighty dragonborn stands in a room of defeated enemies as even more approach, he concentrates, finding a last reserve of magical energy, he points his longsword at the gathering horde, unleashing a powerful lightning bolt. Again he stands alone.

A Spell Sword blends magical and physical might. Though more limited than a wizard, their skill with weapons is equal to most warriors.

Cover Art: Linda Lithén

Watch out for more classes coming soon!

Additional Credits

Inside art listed in order of appearance.

Master Dwarf-AlexanderExcorcist

Daily 333/365-Takeda11

 

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